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February 25, 2018
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Category: Design


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Posted by Tommy Thompson on 02/12/18 09:14:00 am in Design
In part 3 of my series on Total War, I look at the campaign AI of 2013's 'Total War: Rome II'.

Posted by Pascal Luban on 02/12/18 09:12:00 am in Design
In the first part of this feature on episodic design, I summarized why this narrative format can significantly improve game experience. In this second part, I'll describe a game concept that merges intense action gameplay and strong episodic storytelling.

Posted by Raph Koster on 02/08/18 04:19:00 pm in Design
"What Remains of Edith Finch" brought some truly innovative storytelling features to the table by tightly linking mini-games about controls to a story about life, death, and what control we have over them.

Posted by Ramin Shokrizade on 02/08/18 09:32:00 am in Design
There seems to be a lot of confusion over what a game economy is, and what a game economist does. To help reduce confusion, Ramin Shokrizade creates some definitions as to what game economics is and isn't.

Posted by Pascal Luban on 02/05/18 10:42:00 am in Design
Episodic games have the reputation of offering great storytelling but weak gameplays. Does it have to be that way? No. In this 3 parts feature, I will explain how we could merge mainstream gameplays with the effectiveness of episodic storytelling.

Posted by Lewis Pulsipher on 02/05/18 10:39:00 am in Design
Almost always, when I talk with groups of people about game design, I quote Antoine de Saint-Exup'ery:"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." How do we achieve this?

Posted by Tommy Thompson on 02/05/18 10:27:00 am in Design
In my second article on the AI of Total War, I look at the rise of modding for AI behaviour, as well as the complete engine rewrite in 2009's Empire: Total War.

Posted by Simon Carless on 02/04/18 11:22:00 pm in Design
This week's Video Game Deep Cuts highlights include a video profile of SOS creators Outpost Games, an analysis of Bubsy's Japanese translation and a longform Tetris documentary, among others.

Posted by Jeff Vogel on 01/31/18 09:09:00 am in Design
A breakdown of the many different ways Cuphead uses randomness to create unpredictable exciting fights. This and other example show how randomness, unpredictability, and unfairness can make a game very tempting to a certain (large) class of gamer.

Posted by Joost van Dongen on 01/29/18 05:07:00 pm in Design
If high quality matchmaking is important, waiting times to find suitable opponents are often unavoidable. This post discusses the problems we had inAwesomenautswith our initial approach to this and how we made waiting a bit less boring later on.